using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using LS.Event;

namespace LS.Saving
{
    /// <summary>
    /// 结束存档事件
    /// </summary>
    public class InternalEndSaveEventArgs : LSGameEventArgs<InternalEndSaveEventArgs>
    {
        public bool ProcessBreak { get; set; }
        
        public string Error { get; set; }
        
        public override void Clear()
        {
            ProcessBreak = false;
            Error = null;
            base.Clear();
        }
    }
}
